[Pinned] [CS] Sakialyn Emberstar

Troop Choice: SwordsmenThese veterans of war are well equipped to fight. They carry shorter oaken shields and swift curved longswords. Clad in light plate and heavy mail, they are able to take as much damage as they are able to give. The Sunguard employs the swordsmen more than any other type of warrior. They are easy to train, strong in battle, and match the honorable spirit of the oath.

Battle Standard CarrierCost: 1 Commander Point Bonus: Increase max damage by 10.“Each regimental division carries its own battle standards into war. They are seen as rallying signs of respect and tradition. “

Seasoned BattlemasterCost: 1 Commander PointRetainerBonus: +5 max and mod damage. The Seasoned Battlemaster makes the player, and those adjacent to them, immune to fear/routing whenever they have an allied unit on their right and left flank (within 5ft). “Some soldiers have careers defined by constant warfare. Their discipline makes them stand strong when others might wish to flee.”

Shield Wall[1]Cost: 2 Commander PointsBonus: For the next turn your target will take half damage. This may be used as an instant.“Swordsmen may clamor together after an assault to halve the next damage taken. This sort of teamwork is critical for the regiment’s survival.”

Dual WieldingCost: 1 Commander PointBonus: Increases the damage dealt by +10 max and +10 mod but reduces troop total by -20.“Swordsmen will replace their smaller shields for another sword increasing their killing capacity. It however decreases their overall defensiveness.”

BONUS ABILITY

Art of War [1]:BloodswornIn the midst of battle, the Knight may find inspiration to drive their forces to victory. This increases base damage/healing by +10 for three turns. This skill may be used in Commander Mode.

Resourceful [Passive]: Grants an additional use to every class ability.

Taunt: Guardians may taunt targets by rolling 1d20. A 8+ is considered to be a successful taunt. Some bosses/creatures cannot be taunted.

Range: 10ft

Crushing[3]: Minor Action(can also be used with other minor actions on a given turn). Allows the player to deal full damage to fortified enemies from basic attacks this turn.

Spell-Barrier[1]: Add a spell barrier to self that absorbs 15hp damage. Spell-Barrier lasts until it is broken. Can be used as an instant.

Range: Self

Class Abilities

Aura of Protection[2]: The paladin gains a shield of protection to halve the damage to a single allied unit or self for one turn. Can be used as an instant.

Range: 15ft

Dawning Glory[3]: Charging up holy magic, the paladin showers all of those before them with a magical blast. The paladin heals all allied units or damages enemy units within a cone for 3d6+8 healing/damage.

Range: Cone

Holy Reckoning[2]: The Paladin internalizes their injuries, and with the aid of holy magic prepares a devastating counterattack. Deal 5d8+11 to an enemy target. If the Paladin is beneath 30% of their total HP, then their damage is increased to 5d10+13.

Range: 15ft

Prestige Class Abilities: BloodswornIn the wake of the Third War, the Blood Knights were established as the spine of the Thalassian Army, meant to ensure peace for Quel’thalas. These Bloodsworn knights, hardened through trials that most would deem inhumane, were the Thalassian answer to the Scourge and those who tread the path of evil. These are men and women who do more than merely respond to the Light, they are masters of it.

Battle-Hardened[Passive]: Rigorous training has left each knight more than capable of standing their own. If defeated in combat with minor wounds or less, the player will be able to continue to the fight with 10hp. A player may only be resurrected this way once per event.

Range: Self

Art of War [2]: In the midst of battle, the Knight may find inspiration to drive their forces to victory. This increases base damage/healing by +10 for three turns. This skill may be used in Commander Mode.

Range: Self

Bandages/Poisons/Potions:

Sunreavers Splint: Can be used on a wounded player to reduce their wound severity by a full tier. (Such as reducing heaving wounds to minor wounds). Can be used on other players/self.

In stock

Oil of the Demonic Slayer: Increases +2 mod damage/healing to all basic attacks/healings and class abilities against all demon enemies.

In stock

Starkvenom Poison: Used on melee weapons. Increases damage to a single weapon by +1 mod or +4 max.

In stock

Invulnerability Potion: Allows a player to negate all damage to their character until their next turn. Can be used on a player which stays in effect until the player’s turn. Can be used as an instant. Adds a Diminishing Return debuff on the target character that lasts for the remainder of the event. A player can only take a single Invulnerability Potion to an event.

In stock

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Commander Mode [INACTIVE TROOP

Troop Choice: Blood Knight LancersMounted on fortified warhorses, these Blood Knights are the heart of the Oathsworn horse. Armored in heavy plate and mail, the Lancers are able to drive their spears deep into the heart of their foes. The thundering hooves of their warhorses hammer down whatever foe that might be before them.

Penetrating AssaultLancers are able to drive through enemy infantry upon an attack. Their heavy lances and horses can plough through most opposing infantry(save spearmen etc). They are then able to move through enemy ranks in the same turn.

Flanking Charge:If attacking an enemy target from the sides or rear then you max damage on that attack is increased by +25 from its original total.

Questing Knight: Caewin EmberstarCost: 1 Commander PointRetainerBonus: +5 to max and mod damage. Whenever dealing penetrating charge, the player may choose to knock back the enemy target 10ft in the direction of the charge. “There are tales of gallant knights questing through some personal crusade. Whether it be for gold or glory, their journey has only made them all the more formidable.”

SquiresCost: 1 Commander PointBonus: Increases mod damage by 10.“Having a squire is critical to a knight’s renown, utility, and of course having someone watch your back is important.”

Skilled LancerCost: 1 Commander PointBonus: Increase max and mod damage by 5.“Lances are the greatest tool for a powerful charge.”

Sanguine TraditionsCost: 2 Commander PointsBonus: At the end of each turn, Blood Knight Lancers may roll for a self heal of 1d20.“The Blood Knights have a long tradition of manipulating the light for their purposes. Even when it comes to healing wounds.”

Heroic BardingCost: 1 Commander PointBonus: Increase troop total by +20 and March/Forced March range by +10ft.“The most heroic lancers require the most heroic mounts.”

BONUS ABILITY

Art of War [1]:BloodswornIn the midst of battle, the Knight may find inspiration to drive their forces to victory. This increases base damage/healing by +10 for three turns. This skill may be used in Commander Mode.